299 lines
6.4 KiB
GLSL
299 lines
6.4 KiB
GLSL
SKIP: FAILED
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#version 310 es
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precision mediump float;
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struct buf0 {
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vec2 injectionSwitch;
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};
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struct buf1 {
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vec2 resolution;
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};
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int data[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
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int temp[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
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layout(binding = 0) uniform buf0_1 {
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vec2 injectionSwitch;
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} x_28;
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vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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void merge_i1_i1_i1_(inout int from, inout int mid, inout int to) {
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int k = 0;
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int i = 0;
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int j = 0;
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int i_1 = 0;
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int x_256 = from;
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k = x_256;
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int x_257 = from;
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i = x_257;
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int x_258 = mid;
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j = (x_258 + 1);
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while (true) {
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int x_264 = i;
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int x_265 = mid;
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int x_267 = j;
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int x_268 = to;
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if (((x_264 <= x_265) & (x_267 <= x_268))) {
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} else {
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break;
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}
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int x_274 = data[i];
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int x_277 = data[j];
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if ((x_274 < x_277)) {
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int x_282 = k;
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k = (x_282 + 1);
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int x_284 = i;
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i = (x_284 + 1);
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int x_287 = data[x_284];
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temp[x_282] = x_287;
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} else {
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int x_289 = k;
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k = (x_289 + 1);
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int x_291 = j;
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j = (x_291 + 1);
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int x_294 = data[x_291];
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temp[x_289] = x_294;
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}
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}
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while (true) {
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if (!((256.0f < 1.0f))) {
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} else {
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continue;
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}
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int x_301 = i;
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int x_303 = i;
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int x_304 = mid;
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if (((x_301 < 10) & (x_303 <= x_304))) {
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} else {
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break;
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}
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int x_309 = k;
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k = (x_309 + 1);
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int x_311 = i;
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i = (x_311 + 1);
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int x_314 = data[x_311];
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temp[x_309] = x_314;
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}
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int x_316 = from;
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i_1 = x_316;
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while (true) {
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int x_321 = i_1;
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int x_322 = to;
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if ((x_321 <= x_322)) {
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} else {
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break;
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}
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int x_325 = i_1;
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int x_328 = temp[i_1];
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data[x_325] = x_328;
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{
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i_1 = (i_1 + 1);
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}
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}
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return;
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}
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void mergeSort_() {
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int low = 0;
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int high = 0;
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int m = 0;
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int i_2 = 0;
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int from_1 = 0;
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int mid_1 = 0;
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int to_1 = 0;
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int param = 0;
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int param_1 = 0;
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int param_2 = 0;
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low = 0;
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high = 9;
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m = 1;
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{
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for(; (m <= high); m = (2 * m)) {
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i_2 = low;
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{
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for(; (i_2 < high); i_2 = (i_2 + (2 * m))) {
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from_1 = i_2;
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mid_1 = ((i_2 + m) - 1);
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to_1 = min(((i_2 + (2 * m)) - 1), high);
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param = from_1;
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param_1 = mid_1;
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param_2 = to_1;
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merge_i1_i1_i1_(param, param_1, param_2);
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}
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}
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}
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}
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return;
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}
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void main_1() {
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int i_3 = 0;
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int j_1 = 0;
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float grey = 0.0f;
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float x_89 = x_28.injectionSwitch.x;
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i_3 = int(x_89);
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while (true) {
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switch(i_3) {
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case 9: {
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data[i_3] = -5;
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break;
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}
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case 8: {
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data[i_3] = -4;
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break;
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}
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case 7: {
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data[i_3] = -3;
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break;
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}
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case 6: {
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data[i_3] = -2;
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break;
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}
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case 5: {
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data[i_3] = -1;
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break;
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}
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case 4: {
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data[i_3] = 0;
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break;
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}
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case 3: {
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data[i_3] = 1;
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break;
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}
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case 2: {
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data[i_3] = 2;
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break;
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}
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case 1: {
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data[i_3] = 3;
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break;
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}
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case 0: {
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data[i_3] = 4;
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break;
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}
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default: {
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break;
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}
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}
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i_3 = (i_3 + 1);
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{
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if ((i_3 < 10)) {
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} else {
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break;
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}
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}
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}
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j_1 = 0;
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{
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for(; (j_1 < 10); j_1 = (j_1 + 1)) {
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int x_138 = j_1;
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int x_141 = data[j_1];
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temp[x_138] = x_141;
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}
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}
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mergeSort_();
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float x_147 = tint_symbol.y;
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if ((int(x_147) < 30)) {
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int x_154 = data[0];
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grey = (0.5f + (float(x_154) / 10.0f));
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} else {
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float x_159 = tint_symbol.y;
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if ((int(x_159) < 60)) {
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int x_166 = data[1];
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grey = (0.5f + (float(x_166) / 10.0f));
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} else {
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float x_171 = tint_symbol.y;
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if ((int(x_171) < 90)) {
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int x_178 = data[2];
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grey = (0.5f + (float(x_178) / 10.0f));
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} else {
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float x_183 = tint_symbol.y;
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if ((int(x_183) < 120)) {
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int x_190 = data[3];
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grey = (0.5f + (float(x_190) / 10.0f));
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} else {
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float x_195 = tint_symbol.y;
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if ((int(x_195) < 150)) {
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discard;
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} else {
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float x_202 = tint_symbol.y;
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if ((int(x_202) < 180)) {
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int x_209 = data[5];
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grey = (0.5f + (float(x_209) / 10.0f));
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} else {
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float x_214 = tint_symbol.y;
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if ((int(x_214) < 210)) {
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int x_221 = data[6];
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grey = (0.5f + (float(x_221) / 10.0f));
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} else {
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float x_226 = tint_symbol.y;
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if ((int(x_226) < 240)) {
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int x_233 = data[7];
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grey = (0.5f + (float(x_233) / 10.0f));
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} else {
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float x_238 = tint_symbol.y;
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if ((int(x_238) < 270)) {
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int x_245 = data[8];
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grey = (0.5f + (float(x_245) / 10.0f));
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} else {
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discard;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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float x_249 = grey;
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vec3 x_250 = vec3(x_249, x_249, x_249);
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x_GLF_color = vec4(x_250.x, x_250.y, x_250.z, 1.0f);
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return;
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}
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struct main_out {
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vec4 x_GLF_color_1;
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};
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struct tint_symbol_4 {
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vec4 tint_symbol_2;
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};
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struct tint_symbol_5 {
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vec4 x_GLF_color_1;
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};
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main_out tint_symbol_1_inner(vec4 tint_symbol_2) {
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tint_symbol = tint_symbol_2;
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main_1();
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main_out tint_symbol_6 = main_out(x_GLF_color);
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return tint_symbol_6;
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}
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tint_symbol_5 tint_symbol_1(tint_symbol_4 tint_symbol_3) {
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main_out inner_result = tint_symbol_1_inner(tint_symbol_3.tint_symbol_2);
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tint_symbol_5 wrapper_result = tint_symbol_5(vec4(0.0f, 0.0f, 0.0f, 0.0f));
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wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
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return wrapper_result;
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}
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layout(location = 0) out vec4 x_GLF_color_1;
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void main() {
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tint_symbol_4 inputs;
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inputs.tint_symbol_2 = gl_FragCoord;
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tint_symbol_5 outputs;
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outputs = tint_symbol_1(inputs);
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x_GLF_color_1 = outputs.x_GLF_color_1;
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}
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Error parsing GLSL shader:
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ERROR: 0:35: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' temp bool' (or there is no acceptable conversion)
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ERROR: 0:35: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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